Vocabulary:
- mpt = "Moves Per Turn"
- UI = User Interface
- (?) = Optional content
Table of Contents
- General
- Rules
- Development
- Elements
- Biomes
- Features
- Atmosphere
- Galaxies
- Species
- Planets
- Events
- Algorithm
- Aliens
- Science
- Languages
- Settings
- Libraries
- Credits
- TODO
- Other
- "User Moves" are renewed after every cycle.
- "End Turn" button will disable during the cycle.
- Small spec of carbon with very little gravity.
- One move to start.
- Moves are spent on casting events on to your planet.
- Moves are increased based on user level.
- User will level-up according to planet mass.
- Throw meteors
- Throw asteroids
- Throw comets
- Cast other celestial events upon the world.
- Select a genetic path for your biome by promoting specific sciences.
- Tools for end-game scenario.
- Transition(Small)
- Alkali(Small)
- Non-metals(X Small)
- Transition(Medium)
- Alkali(Medium)
- Alkaline(Medium)
- Non-metals(Small)
- Non Metals, combine elements.(Large)
- Metals, combine elements.(Large)
- All elements, smaller amounts.(X Large)
- Reduces atmospheric elements.
- Color of flare depends on planet choice.
- An array of small debris with random metals.
- Medium supply of metals.
- Count depends on planet gravity.
- An event that will render your planet void of life, water, atmosphere, and mass.
- The planet will be left half its mass with a radiation penalty.
- Color of beam depends on galaxy choice.
- Available to VIP members only.
- Panspermia Seed. Send an ice comet filled with frozen cells to your planet.
- Aliens. Send a temporary visitor to evaluate your world to publish in the Galactic Report.
- Fallen Star. If a planet has a sentient species, a "Fallen Star" may inspire them to a degree for 10 turns.
- More to come...
- View your stats and make sure you have a balance.
- Progress bars; View stats related to planet.
- Water; Total planetary water ratio.
- Land; Total planetary land ratio.
- Biomass; Total planetary organism ratio.
- Atmosphere; Total atmospheric density ratio.
- Population; Infertility ratio.
- Inteligence; IQ for population(sentience only).
- Galactic Noise; Total radio output developed by civilization.
- Once the planet is capable of sustaining life, new management options will become available. (?)
- Use the Tools page to adjust research investment.
- Tech Tree. An array of unlockable technologies. Tech levels 2 layers up and higher are hidden, user can only see past tech, current research options and 1 layer higher.
- Tech points. After each "end turn" event Tech points will accumilate.
- Science Investment. Range slider to adjust the percentage of invested "moves" in to research.
- Ex 1: If a player has 4 total mpt, 10% science rate would reduce 4 mpt to 3 mpt.
- Ex 2: If a player has 12 total mpt, the user can set the science rate to 80% and still have 4 mpt leftover.
- Technologies cost points, and the cost get higher as the user progesses in the Tech tree.
- Starting tech. Based on the species of choice at game setup, the user will get 1 free tech at game start.
- Tech tree flow. Portions of the Tech tree will not unlock unless specific requirements are met.
- Ex 1: If a player doesn't have water on their planet, they cannot research higher tier biomass Tech.
- Ex 2: If a player doesn't have biomass on their planet, they cannot research higher tier species Tech.
- Ex 3: If a player doesn't have sentient life, end-game Tech would not be available.
- Note: Even if a user researches every available tech, they cannot progress in science unless planet needs are met.
- A page to view special planetary tools and statistics.
- Research investment 1. A range input to adjust from 0 - 100 percent science ratio.
- Research investment 2. Choose somethings to start researching.
- Science Tree. A tree chart of all of the locked and unlocked science.
- Species Catalog. A database of all the species on your planet.
- Invasion Checklist. A list of prerequisite benchmarks before the end-game feature is activated.
- Invasion Chart. A chart that shows important data regarding the end-game scenario.
- End Game Scenario. A button that triggers 1 of 3 end-game events.
- Galactic News. A digital newspaper that shows events across the galaxy.
- Planetary Statistics. A small table with relevant planet information.
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Tier 1 Research: Open to all players at start.
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Tier 2 Research: Unlocked after respective technology has been unlocked.
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Tier 3 Research: Unlocked after respective technology has been unlocked and planetary requirements are met.
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Tier 4 Research: Unlocked after respective technology has been unlocked, planetary requirements are met, and end-game path has been chosen.
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Tier 5 Research: Unlocked after any Tier 4 Research chain has been completed. End-game Tech only.
- Scenario 1:
- Scenario 2:
- Scenario 3:
- Descreet ads, $0.99 to get rid of them.
- Style/Planet Packs, $1.99 each.
- Currency: USD.
- Galaxy specific end-game scenarios.
- 3 main galaxies.
- Galaxies have no impact on difficulty.
- Choice of 3 genus type.
- Hominid; A race of risen apes.
- Greys; A race of wise amphibian.
- Feline; A race of curious cats.
- Unique colors for atmophere
- Unique maps
- Solar Flares are alternate colors respective to the color of the atmosphere.
- Blue -> Orange
- Green -> Red
- Red -> Blue
- Purple -> White
- Random events don't consume moves.
- Events occur in between turn cycle.
- Events do not trigger unless the relative technology is unlocked
- Ex: Player will not have a random comet impact rate unless the comet itself has been unlocked.
- Quasars never occur unless the player invokes them.
- User level plus 1 = moves
- Thrown object speed = gravity
- Biomass level will not increment unless water lever is between 0.5/1 range(0.75 is perfect range for Biomass to flourish).
- When invoked by user BEFORE sentient life evolves, planetary stats will be printed in the Galactic News
- When invoked by the user AFTER sentient life evolves, will summon an invasion.
- Thwart Failure: Sentient life destroyed, biomass penalty, aliens steal a portion of water.
- Thwart Success: Sentient life wins technology bonus.
- The Armada: A fleet that must be defeated in the Hominid end-game scenario.
- Diplomatic Victory: A costly truce will will the Greys end-game scenario.
- Tower of Nip: A Statue that can only be Built by the Feline race. Felines "domesticate" aliens.
- Text: English
- Code: JavaScript/NodeJS
- Markup: HTML5
- Style: CSS3
- gScript2020: A custom library filled with plain JavaScript return functions. Author: Jason Graziano
- Lead Develpment: Jason Graziano
- Lead Design: Jason Graziano
- UI build
- Start Menu
- New; Create some JSON and save it to localStorage.
- Load; Load saved files, display.
- Settings; Users can adjust volume, access saved game data, delete data.
- Credits; Giving props to helpers.
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